The SCHED_FIFO scheduling class is a longstanding, POSIX-specified realtime feature. Processes in this class are given the CPU for as long as they want it, subject only to the needs of higher-priority realtime processes. If there are two SCHED_FIFO processes with the same priority contending for the CPU, the process which is currently running will continue to do so until it decides to give the processor up. SCHED_FIFO is thus useful for realtime applications where one wants to know, with great assurance, that the highest-priority process on the system will have full access to the processor for as long as it needs it.
Before I went out to buy a new cable, I just tested a bunch of crazy cable combos from my closet and found out that this one actually works with Oculus Link! Amazon Basics USB 3 9-foot extension cable + the USB-C to USB-A cable that came with my phone. Routed the cable over my head with a velcro shoulder pad I use for VR.
Really impressed with Link! I switched from CV1 to Quest, and it feels good to be back into PCVR! Link isn't quite perfect (at least not with this cable setup) but it's the closest thing to native I've seen on Quest yet.
One source for that from IGN: Notch: Minecraft on Oculus Canceled, 'Facebook Creeps Me Out' Rift-compatible version of Minecraft isn't happening.
Issue #1! Hot off the presses at King Fluff Publishing!
I figure every second Friday would be a better release schedule :) Ill try to keep this up, but no guarantees! There could be "unexpected delays"..:/
Hope you get a good chuckle from it!
Wanna support this ongoing silliness? Consider becoming a patron! https://www.patreon.com/damo3000?ty=h.
Stay Classy r/Oculus!
Edit: off the presses. Not of the presses :/
Edit 2: Thank you for all your awesome positive comments. I'm glad I can make people laugh!
The lie was indeed vile, and I agree that people need to stop getting so worked up over limited and unconfirmed information, but I think treating everyone as a liar may be a bit of an overreaction and ultimately do as much harm as being too trusting.
I just mean, I recommend being more skeptical (the real kind) than accusatory. Sometimes unconfirmed information needs to be voted up to have a chance of being verified or debunked by someone with knowledge on the topic.
And the book Ready Player One in turn inspired Palmer Luckey during his Oculus building journey, and was a recommended read for new team members (according to the great book The History of the Future, which itself has a foreword by Ready Player One's author).
Since I am a bit of a Google Earth VR junkie, here is what I have learned. There are 5 different fully decked out street view vehicles. Car, dolly, hand held backpack, bicycle, and snowmobile. The backpack is loaned out upon approved request. Then anyone can become a Google Certified Street View photographer by getting an approved 360x360 camera (cell phone combo) and applying. Google then supplies a free processing app. It takes 50 published photos to get that certification. All specific shot points can be seen on Google Maps by zooming in far enough. They appear as blue dots. Also, other things are besides interiors have been captured. That includes things as ski slopes, popular hiking trails, virtually all non-3D areas. gondola car and ride interiors, you name it. Their stated goal with their certified photographers is to cover everything on this earth that is interesting. They now have over 3 BILLION photos. See this to learn more.... https://www.google.com/streetview/
If you can get access to a 3D printer you can print out my glasses adapters. You'll have to modify them to fit your own lenses though. They're also easily removed and reinstalled, which I guess may not matter for some. I'm just an amateur modeler. So, I'm sure in time someone will eventually improve on my design, but for now I'm very pleased with how they came out.
I would highly recommend this solution. Super easy, only like 12.00 for up to 4 sensors, fits the rift sensors perfectly.
Mantle's base went into Vulkan API now, it's meant to be successor to OpenGL as an open, cross-platform API. It will be the main competitor to DirectX12. Bright times for Linux users, and exactly what SteamOS needed. Now we only need the hardware guys to stop sucking at Linux support :D
EDIT: It just didn't make sense for ATI to keep making Mantle, since Nvidia refused to support it.
HAHA They offered 3 Billion for SnapChat and he turned them down and just got a 2 billion valuation (not bad) http://mashable.com/2014/01/06/snapchat-facebook-acquisition-2/
So their number is below even what they offered the snap chat guy? This is a joke right? That's pathetic man...wow. How does someone sell out this bad? Are they really this out of touch with their own base? Or are they really that desperate?
I mean...get rechargeables? Do people just forget these exist? They're not even hard to get, any store carries them and chargers. Buy a charger that comes with 2 or 4 AA's for like $10 and you're done for life.
Edit: Here, $10:
Comes with four batteries so you can charge two and use two.
The oculus sensors use the same threading as a camera. So I used these. They include a bracket for drop ceilings as well and are fully articulated.
VideoSecu 1/4" x 20 Threads Swivel Security Camera Mount https://www.amazon.com/dp/B000IDCDZY/ref=cm_sw_r_cp_apa_nDBwAbNMSG24C
Download this app and search for Oculus in it and there is a way to launch the Oculus app without the headset plugged in and then you can set it up.
People have been asking for multi-monitor support in Bigscreen for literally decades, and it's coming soon!
There's a bit of UI work and polish left, but I'm confident we can release this in a couple weeks. Join our Discord server if you want to help test an alpha build!
We’re delighted to be bringing IronWolf to Oculus Home. IronWolf is an action co-op submarine game that allows for up to 4 players to operate a submarine to take on a variety of enemies.
There’s an active community on our discord and a bot to announce public games as they are created.
As an early access game we have a lot planned for the future, the trello roadmap can be seen here.
Here's the details for today's big update!
7 new environments:
Split Screen gaming:
When 2-4 people display their desktop on the big screen, it turns into a split screen. Bringing back the old-school ways!
Side-by-Side 3D Video improvements:
Download on Oculus Home or Steam now.
Amazon, iSaddle CH-114 1/4" -20 Thread Mini, https://www.amazon.ca/gp/product/B00BPRLV8M/ref=oh_aui_detailpage_o04_s00?ie=UTF8&psc=1
Decided on 3M over screws since it’s no weight at all, and I have lots of spare 3m already if I want to move it.
Definitely all in on Microsoft. Can't see anyone in a better position to do it. Lets check the list...
Just seems highly likely...
The glasses spacer is literally just to give you extra space. There are special products to actually prevent the lenses from touching, but how well they work depends on your frames. There are also options that work more like the screen protector for a phone.
Moving forward you should use some Polywatch on that scratch, and then consider either prescription lens covers or one of those dedicated options for protection.
Thanks all! Just to clarify: I'm still independently producing daily episodes of the Voices of VR podcast and this "move" is a syndication to get more exposure for this work. It basically means that I'm still paying for everything out of my own pocket, and right now it's not sustainable for me to do this in the long-run unless I'm able to raise more donations for my Patreon campaign.
I recently quit my full-time job to pursue VR and produce the podcast, and I make about $3.65 per hour that I spend on producing the podcast, which averages to about 4 hours per episode.
Even one dollar donations make a huge difference to support this work, and so please consider throwing a monthly tip my way. Thanks all!
"Instanced Stereo Rendering is an optimization that makes it more efficient for the engine to render stereoscopic images for VR headsets.
Previously, the engine rendered a stereoscopic image by drawing everything for the left eye, and then drawing everything for the right eye. With Instanced Stereo Rendering, we render both eyes at the same time, which significantly cuts down on the work done by the CPU, and improves efficiency in the GPU. Here are the two techniques running side-by-side:
image alt text
Using Bullet Train as our test content, we saw about a 14% improvement on CPU time, and about a 7% improvement on the GPU with no work required! Note that while most rendering features work with Stereo Instancing, there are a handful that are not supported yet (DFAO, for example.)
To enable this feature in your project, go to your Project Settings in the editor, and check the "Instanced Stereo" box."
You see this a lot on discontinued items that can still be sold as "new". Graphics cards are a good example of this, such as this $495 Geforce GTX 770.
"Old new stock" I think its called. Since so few of these still exist, the price skyrockets. If you're in the hobby of collecting VR headsets then maybe you want one. Otherwise, definitely pass on the CV1. The Rift-S is overall a better headset.
So I've been pretty annoyed by the cable's weight and how it trashed the HMD's comfort. Decided to try this, and it seems to ballast the headset effectively removing some weight from the front. Makes the entire headset feel quite a bit lighter and much more evenly weighted.
If you attach the zip-tie, make sure it goes around the rear velcro and do not make tighten the zip-tie much. A loose fit allows your cable to move without risk of straining the connection to your Rift S or damaging your velcro strap.
Edit: This is an even better solution, but essentially requires a semi-permanent VR station to pull off. Had this a while ago for CV1 and it works fucking awesomely. ^(YMMV. I can't vouch for that specific Amazon listing, mine is no longer available)
Tldr; Make sure the zip-tie is loose
More info here: https://www.behance.net/gallery/18819041/Vicon-Apex and here: http://www.vicon.com/products/vicon-devices/apex-interaction-device
Its an optical tracked handheld controller with vibration feedback and active LED markers. Simplest configuration for tracking is two Vicon Bonita cameras. I guess Oculus did their research or this is simply a funny coincidence. First mention of the device in a Vicon press release from 19/03/2013.
>I don't know why typing in 2 and 4 and period produces a 1 and a period. Reddit is weird.
It's a part of markdown. Typing any number followed by a full stop and then a space, at the beginning of a line starts a numbered list. It changed to the number 1 because it was the beginning of the list (even though I think it should start counting from 24 if that was the number you typed, but whatever). Putting a \ before the dot stops that formatting.
That's the answer.
365. Days in Year
And now formatted as code so you can see what I wrote.
42. That's the answer.
365. Days in Year
If you're going to screw into the wall anyway, why not just unscrew the sensor from the bulky desk mount and just use a cheap camera thread mount(e.g.? As well as taking up less space, it's more stable so avoids the sensor shifting if the cable is tugged.
Hey Mallmagician! Latest update can be found here https://www.kickstarter.com/projects/494598080/the-gallery-six-elements/posts
Beyond that, we're just in the thick of production. The migration to Steam and our preorder page is still happening in the not so distant future, it just took a backseat to various con appearances and development related progress.
Exciting news incoming!
Maybe you should tell your "friend" that PlayStation 4 comes packed with HDMI 1.4/1.3 and can do 2560x1440p75 at the most: http://en.wikipedia.org/wiki/Hdmi#Version_comparison
Also that PlayStation 4 games hardly ever even reach 1080p60, since the hardware isn't capable enough: http://www.ign.com/wikis/xbox-one/PS4_vs._Xbox_One_Native_Resolutions_and_Framerates
I don't think it's very likely that the Facebook phone failed because it had Facebook branding. According to one article, it can be attributed to a combination of price, specs, strong competition, and its experimental emphasis on Facebook Home over other apps.
One of the cool aspects of the UE4 kite open world demo was that they created most of the assets through photogrammetry. In order to solve this specific problem (lighting baked into texture) they applied a very interesting "de-lighting" process, you can find more details about it here: https://www.unrealengine.com/blog/creating-assets-for-open-world-demo
You know what won me over about this demo.
It is the stupidest thing.
I picked up a gameboy and went OMG Pokemon!!
then, as i tried to play it all I could think was. "Stupid lighting I can barely see the bloody screen" and had to go stand under a light to play it and had to lean forward to see the screen.
That is the single biggest hit of nostalgia I have gotten in years. To actually emulate the Difficulties of playing the damn game as well as the game itself is phenomenal, the childhood awkwardness of finding a comfortable position. my hands even virtually felt sore as I pictured holding the gameboy up. Staring at the tactile nub of the power button and feeling the sense-memory of the thick tactile thud of those big round buttons.
The majority of experiences trade on nostalgia without delivering the experience. but this one delivers the whole thing.
Right down to the bustling noise of an arcade. The sounds of all the games filling the air were initially overwhelming as I had forgotten what it was like.
When I was playing space invaders and suddenly stopped and went I CAN HEAR TETRIS. WHERE IS THE TETRIS, I had a genuine sense of childlike glee.
Then when I was kicking ass at tetris I was imagining the tension and gasps from the crowd of fellow gamers huddled around my machine, watching me play and the sigh of surprise when I brought it back from two rows from the top to one row at the bottom.
This has rightfully taken the crown as my favourite experience.
Street Fighter, Spinmaster and Joe and Mac: Caveman Ninja and I might never leave my house again :)
Hoping everyone enjoys the demo! This is just a taste of what we've been working really hard on it. More info to come when I'm not so sleep deprived. :)
To vote on locations or features you'd like to see please click here.
1 - I set up my cable with one of these kits, in my experience unless you train yourself, because you're still going to primarily turn in one direction, the wire will still get twisted, you need to take off the headset and untwist it occasionally (if you feel it pulling)
2 - This screw needs to be in a drywall anchor, or a bigger screw into a stud. It might feel snug now and work fine enough for you to ignore everyone's advice thus far, but it will eventually tear out. Best case scenario, you're left with a small hole.
Just tried it out on a Galaxy S6 with a cardboard. Holy Shizzle! Even with poor lighting in my livingroom it turns out to be a nice looking 360 VR mode photo. WOW, Simply AMAZING. Is there a similar app for IOS also yet?
According to SteamDB, Valve will start doing their press demos of the HTC Vive (as well as the Steam controller and Steam Machines) at 10 am PST. That is a little less than 2½ hours from when I posted this comment.
More info here. This is the long-promised modding system for the non-Java version of Minecraft, separating the core game logic from the editable variables. This is unlike the Java version, where modding delves into the code which is all mixed together, and where it is normal to use separate mod manager software in an attempt to stop mods conflicting with each other.
Check out BOBOVR M2 I've had both, and BOBOVR has a better quality and design, for the same price (at least in AliExpress). It won't slide from the mount points that easily.
Also, have a look at this: https://listium.com/@Bastieas/58850/oculus-quest-2-headstraps-bastieas
https://www.amazon.com/WGGE-braiding-Charger-MacBook-Nintendo/dp/B076CV7MPB - 10 foot usb type c cable
https://www.amazon.com/DISDIM-Extension-Thunderbolt-Charging-Compatible/dp/B07QKJWW1H - 6 foot extension cable
no one knows if it will work just yet, this is pricier than what u/VR_IS_DEAD posted, but you keep it usb type c the entire way.
Shoot, sorry, the deets were in the original post:
Anker Powercore+ Mini $16.99 (Also comes in Silver for a better match)
Velcro Ties $5.27 (Use reversed so they stick to the fabric)
Grand total: $22.26
USB cable is about a foot long.
~~As far as battery life, I don't know since the Go was at 50% when I connected it. It will take me some use to give an accurate battery estimate.~~
Go battery is 2600 MAh and the battery I have attached is 3350 MAh. Estimated to last 4.5 to 5.5 hours combined.
Power output is 1 amp / 5 volt. Battery weight is 80 grams.
Edit: Something I'd like to point out about this mod is that it isn't permanent. The battery just slides out and the velcro loops will stay in position. I think some people are seeing this and interpreting it as a 24/7 solution of perpetually hot swapping batteries (which is of course an option), but if that gives you safety concerns this mod can be used sparingly as a stopgap to finish your movie or your game or whatever before your battery runs out.
The team thing is a bit cheezy.
But it's fucking great to see someone open their eyes and look at what is actually happening, instead of dogmatically following a reddit trend...
For a nice primer in how Oculus / Palmer are not actually evil incarnate, check out this fantastic devblog from the Superhot team, regarding their history with VR.
It is really nicely written, and gave me a huge warm feeling. Will also supprise people just how long Oculus have been going out of their way to work with devs and make this happen now.
I'll do some subtitles on Amara for your video in a little bit and post them. I'll send you the SRT/SBV file so you can add it to your video when I'm done.
Edit: Captions done, at: http://amara.org/en/videos/tFeiudhzMAFA/info/oculus-dk2-vs-sony-project-morpheus/ sending to UberDanger now
Star Trek: Bridge Crew is $25 on Amazon. DRM is Oculus.
My personal view: don't spend so much. Performance isn't linear, at some point you'll be paying double for 10% more power, which will likely go unnoticed, since that'll be the absolute top of what's available, and smart companies don't make games that require such specs.
Good performance with the Rift is indeed a much more vital thing than in normal gaming, but once you can have the required performance, spending any more is pointless, and if you can't, an extra 10% won't make something unplayable into something great.
You can get a very good CPU and video card for ~$1000, which at this point will probably run all the cool demos perfectly fine. If that money is burning a hole in your pocket, maybe find projects like Control VR to contribute to instead. I think good control methods are going to be very important.
You could also go directly to https://www.surveymonkey.com/results/SM-YCHJCG32/ ... but Jeep posted some alternative perspectives to the forum thread that aren't available in the survey monkey results, so I think that's the more useful link.
Hey man, don't know if you've heard about this yet or not but underclocking your gtx980 by 51 MHz fixes the random Elite Dangerous crashes. I was having the exact same issue since 1.3 but now I use: http://www.evga.com/precision/ to offset the clock by -51 MHz before I start up Elite and haven't had a crash since. Still shouldn't have to do it but its a solid work-around.
Edit: corrected Hz to MHz
Here is one photo from the JanusVR demo. I know wtf why photobucket... well the internet is highly controlled in China, and while you can get on western websites through a VPN it is a total pain in the balls. I am trying to use a better hosting site (imgur hasn't worked the past million times I tried) and I'll post more when I find a way.
EDIT: 25 great pictures that are not hosted on photobucket (they're on the google)
This is my number one feature request. It may not seem immediately apparent right now, but I believe that Virtual Desktop and the Rift have enormous implications for productivity and the workplace. My desk at home doesn't have room for 3 monitors, nor can I afford them. My office is drab and dingy, and my boss would never spring for a triple monitor setup. The headless ghost is a novel solution but it's not ideal. I would love to don my VR headset and be a sysadmin in space with my wall of virtual displays.
What about writing a virtual monitor driver, something akin to what VMware, Parallels, or Citrix bundles with their desktop virtualization products? VirtualBox for example is an open source desktop virtualization client. Maybe you could draw inspiration or borrow code from something like that?
While technically correct for the most part, this comment seems to be exaggerating things a bit. You only need three USB ports for Rift out of the box, a fourth port only if you buy a third optional sensor. You don't need a usb2.0 at all, you can run headset and two sensors on usb 3.0 fine and if you buy a forth sensor it will automatically downgrade it to a usb2.0 with the included extension cable it comes with.A $20 pci usb card can be purchased if there are any USB issues at all. Stating HDMI"1.3" as if it would be any different than any HDMI that would ship on a compatible graphics card is also a bit intimidating to those who would think '1.3' is something different. If your newer card happens to only have display-port (rare), or you are already using HDMI for your monitor and you don't have a second HDMI out, you can use an adapter to go displayport to hdmi to either the monitor or Rift.
For most people its only the $160+ graphics card that is the main upgrade needed.
those fuckers make shitty "gaming" mice and headphones like no tomorrow. i wish i could filter it all out But according to the ad they are "EASY AND CONVENIEN TO USE" and "Exquisite craftsmanship and fashion appearance. "
The hive mind can be a powerful thing. Funnily enough one of the central pieces of my college thesis was that hive mind effect: https://www.scribd.com/mobile/doc/228495924/An-Upvote-for-You-Sir-Humor-as-an-Identification-Tool-on-Reddit
Someone posted this in the other post: http://slideshare.net/prabindh/john-carmack-talk-at-smu-april-2014-virtual-reality
The foto mentioned in the first slide: https://www.flickr.com/photos/prabindh/14010077142
It's not too much info, but I think the video should be up soon since they stated "beginning of next week".
Epic have a public Trello roadmap for Unreal Engine 4, which allows the community to vote for what they want fixed:
Something like this for Oculus would be most welcome.
I was always told Elite Dangerous is way better with a HOTAS joystick and I've recently got this to use with Ultrawings... That and with VR I think now may be the time for me to start up on it. I've kind become obsessed with VR flight sims now on account of how amazingly realistic they make the experience.
I'd never considered adding voice commands too but I'll have to give that a try. I have some similar software I rarely use, I'll have to fire it up or take a look at what you use.
I'm also open to other suggestions on good "flight sim" style VR games. I'd definitely endorse Ultrawings in simulation mode if you're interested in what it feels like to fly an ultralight aircraft. It has a bunch of pilot-wings-like challenges.
I recommend these personally:
Can be attached to wall too if needed, but the angle from above it best in my 2 sensor 360 experience.
SDE on the Rift is indeend not as highlighted. Does this reflect your experience?
We have no clue when Knuckles will release. People have been saying "Knuckles will come out soon!" for like a year now. No, you can not use Touch controllers with the Vive.
Vive has a bigger FOV, yes. Personally, it doesn't really impact me. The importance of that is entirely subjective.
Tracking wise, the Rift can do just the same as the Vive. You may need a third sensor for bigger spaces or a fourth sensor for very big spaces and the Vive can even go beyond that (5x5m+). However yes, you can set up roomscale with the Rift out of the box with 2 opposing sensors. You're just limited to about 2x2m of space. You can cover a bigger space with a third sensor.
Maybe you can fix this with some adjustments of the headset (e.g. you can also tilt the Rift). If it's a big deal (I forget about it when immersed), these also fit in the Rift.
Try these instead. No screws in the wall, mine have been up 6 months and never had a problem.
Not sure why the link says suction cups, they're just stickers.
Ant vr? http://i.imgur.com/c2onLSJ.jpg
Seriously, their kickstarter video is pretty funny( in an entertaining way ): https://www.kickstarter.com/projects/805968217/antvr-kit-all-in-one-universal-virtual-reality-kit
Well..... no. This is not a knock-off in the same league as these.
What I think we have here is an engineer from a related field (robotics in his case) reading about the Oculus Rift and trying a DK1 and thinking "hey, I can do at least as well as that." But not having any background in actual VR, not really understanding the reasons behind why the DK1 is designed like it is, and why it works, and how the DK2/CV1 (which I would bet money on he hasn't seen) will improve on it, he's going off on a wrong trajectory. The one aspect where he struck gold is the sliding window on the bottom of the HMD. That's an idea Oculus et al. should steal.
But I also understand you're joking.
Good news is there's plenty of research and measurements on eye movements. Seems to me (armchair optometrist reading that article) lots of movements are fairly slow compared to 5ms intervals. The other interesting thing is how predictable the eye movement is over certain distances and speeds. I imagine updating at 5ms (or faster with newer generations) you could reasonably predict where the eye is going to go and update the image before you even get there (or exactly when you get there)
I also seem to recall (though the source escapes me) reading that there's actually a significant latency between when your eye moves (and stop moves) and an image is consciously perceived; that the brain does a good job of filling in the gaps or making your perception not care about the gap of data. It might be interesting to see what happens if it gets that information slightly late, but I have no doubt that at 5ms (or some achievable faster frequency) that we won't perceive anything odd at all.
Well, in regards to #1, all I can think of saying is this:
Spend 19 dollars and 30 minutes of your time, and you're already well on your way to change that.
For those who haven't seen
Crytek has revealed that from May this year, indie developers will be able to use all of CRYENGINE's cutting-edge features for a monthly subscription fee of 9,90 USD/EUR per user - royalty free.
Also... Unreal Engine 4 For $19/month you can have access to everything, including the Unreal Editor in ready-to-run form, and the engine’s complete C++ source code hosted on GitHub for collaborative development. Anyone can ship a commercial product with UE4 by paying 5% of gross revenue resulting from sales to users.
I think complete source code access will be amazing for the community development of VR.
The game on its own through the Oculus store (if you already have a compatible guitar) is $49.99, and it's unlocking on the store at 1pm ET.
If you need a guitar, the bundle that comes with a guitar + the game is only $69.99 from Amazon.
Yes, Steam games work fine on Rift. The Rift can use Steam VR just like the Vive, although there are better solutions. I'd recommend researching OpenComposite and checking out the wiki in this sub about how to set up Steam VR for Rift.
However, I don't know if the Rift is really going to be any "easier" for you. Setup is just about (or in some cases a little more) as complicated as the VIve. If it's ease of setup and cost you're worried about, maybe do some research on Windows Mixed Reality. The Lenovo Explorer is ~$100 cheaper than Rift right now and provides a solid basic VR experience. There's no sensors to mount and no wires to run besides the one that connects your HMD to your PC and it works with Steam also.
The main downside to WMR is tracking. It uses what's known as "inside-out" tracking where Rift and Vive are considered "outside-in". This just means instead of sensors pointing at you, there's sensors on the headset that look out around you. This creates the possibility of losing hand tracking if you move them too far above your head, behind your back, ect. Also, the controllers use LEDs instead of infrared or the laser system the Vive uses, so it's more sensitive to lighting conditions. If you have sunlight shining directly on you, it may interfere with the tracking I think, though I've never experienced it myself.
You can buy something like this from Home Depot/Lowes
Oculus have said. One of the Oculus story studio guys tweeted they have been using a room scale setup for a long time that uses USB 3.0 extenders without problems. Edit: Here is the link https://twitter.com/distastee/status/676273106021801984
We're working to make an awesome VR overlay app that can be expanded in all sorts of ways to allow you to do many things and remain connected while you are in VR. This addresses one of the hardships of VR, the inability to Multitask while in VR. While this allows you to focus on what you are doing in VR, in games like Elite, it can be quite a lonely experience while you are exploring the dark empty stars of the Elite galaxy.
Now you can fly in space, while watching Youtube, Plex, Twitch, etc (Netflix and other streaming services coming soon) as well as look things up in the browser while playing Minecraft* (*Support Coming Soon!), listen to music while driving in Project CARS, or Euro/American Truck Simulator, etc all without taking the headset off to look at your screen.
Right now we only have official support for the Rift, but Vive support is coming soon as well as Touch/Vive Controller support. We are a small team and still in early Beta but new features and bug fixes are coming fast.
If you have any questions, please feel free to ask them here. You can also join us to comment on Bugs and Features on our Trello board and come chat with us on our Discord V Beta channel
I maintain this is a bad idea. In order to support that kind of scale, you're going to need to throw things under the bus that you really, really want. Furthermore, while I know this is the minority opinion, I think history will bear me out on this: having a billion people in the same virtual world is a dumb idea. Being confronted by an unfiltered firehose of randoms is less valuable than having a system that's aware of your social network and can instance intelligently to reflect that social graph. Crowds aren't pleasant in real life. There's absolutely no reason you'd want to reproduce them in VR.
I printed the original template for cardboard at 108% the original size for my LG G3. It fits perfectly. I used my own custom lenses (59.5mm x 22mm thick and 62mm focal length) that I found through American Science Surplus, but those lenses have since gone out of stock (http://www.sciplus.com/p/LENS-595mm-PCx-ASPHERIC-62mm-FL_55137). I'm sure you could find similar lenses by doing what I did and searching extensively using those dimensions. After it became clear to me that this thing was way better than my DK1 I removed the faceplate/headstrap of my DK1 and attached it to this. You can see pictures of the headset before the last step here: http://imgur.com/a/s2P8M The last step was just that I used black cloth on certain parts of the exterior to cut down light pollution altogether (including a neat triangular piece that keeps me from seeing my feet). I use Moonlight and Trinus VR to use it for Minecraft (minecrift mod) and GTA V through my PC, otherwise I just run VR apps natively through the device. One important thing to keep in mind if you use the same dimension lenses; I did have to adjust the distance between the lens holder and screen to accommodate the slightly different focal length. I adjusted the lens holder a couple centimeters closer to my face and it was perfect, I suggest finding the right distance manually with your phone in the viewer and marking it off that way.
> Yeah seriously though, your whole theory sorta falls apart on the basis that people fear the unknown.
I wouldn't say his theory falls apart. Part of what makes a good horror game is trying to uncover the mystery. You need gameplay for it to be more than just an experience. And random events you have little control over are not gameplay.
A really interesting example of a non-horror game I'm going to bring up is Antichamber. It's a puzzle game in a world full of rules. It's just those rules do not match the rules of our world. The game revolves around first realizing the that world does indeed have rules, and then learning them and using them to your advantage.
That's how a good horror game works. You find an unknown threat, and you have to discover how to not die to it. You need to learn the rules that govern it. Sometimes events can happen which change what you thought the rules were, and that's where the mystery comes into play.
Another random example from Veritasium. Watch these people try to learn the rule. Look how their brain works. You may even work the same way. That's the type of thing good horror games play off. They just add the threat of death to heighten the fear. You must figure out the rules to survive and that is what creates tension.
In his top post he was referring to imagining the game as a monster to avoid creating bullshit sequences which the player has no control over.
Never thought I'd link to Antichamber and Veritasium talking about horror games... but turns out I think they apply nicely.
Actually, I don't think that's a HMD. It's a HM*P* (Head-Mounted Projector). Note the semi-silvered mirrors over the eyes, mounted to reflect light from the CRTs forward (most visible in the 4th picture). compare it to the small image here.
It's the same theory of operation as the CastAR; pointing eye-coincident projectors at retroreflective material.
::EDIT:: Oh, and that big plate at the front? At first I thought 'oh, that's a big patch antenna! They must have been using RF for orientation!', but no, it's just a big counterweight for the CRTs hanging off the back.
I've been digging into the files and have managed to add an additional config such that I can get the title sequence (while the game first loads) to use a higher resolution. However this then resets back to a render scale of 0.70 in the menus and in game :-/
I'll continue to mess around with this... If anyone has knowledge of the inner workings of CryEngine and setting cvar defaults, adding cvars to whitelists, etc etc. give me a shout!
EDIT: There's a thread going about this over at the Crytek Forum.
Here are some. You can also find them cheap on eBay.
Camera Mounts: iSaddle CH-114 1/4"-20 Thread Mini 3M Double-Sided Adhesive Universal Dash Cam Camera DVR Video Recorder Mount Holder https://www.amazon.ca/dp/B00BPRLV8M?ref=yo_pop_ma_swf
Wall Plate: https://www.homedepot.com/p/Commercial-Electric-1-Gang-Hole-Saw-Brush-Plate-White-5036-WH/207161845
"With the speed and the style of the title I want to make, [it] would not be a good fit for the Rift. I can confirm that" -Cliff Bleszinski http://www.ign.com/articles/2013/12/12/cliff-bleszinski-discusses-his-idea-for-a-new-shooter
More accurately, one member of the Chrome team (me) has said that they are working support. (https://groups.google.com/a/chromium.org/forum/#!topic/blink-dev/m32Yy87Ggt0) Work will be done in a branch initially and may or may not get merged back into Chrome proper at some point. It likely depends on how much developer/user interest there is in the project. I should have code and possibly builds publicly availible in the next week or so.
Babylon.js' Rift support is via a driver that maps Rift orientation to device orientation in Windows 8, which is an interesting and effective hack (at least for the DK1). Not really "the browser" that supports it in that case, but it works for basic usage.
> The only time it didn't accept a search was what I told it to search for "Gobbly goop" as a joke.
That's probably because the word is "gobbledygook".
It's worth noting that the source is provided, but it's not open source:
> Q. Is Lumberyard “open source”?
> No. We make the source code available to enable you to fully customize your game, but your rights are limited by the Lumberyard Service Terms. For example, you may not publicly release the Lumberyard engine source code, or use it to release your own game engine.
Just pointing this out since it appears many others were confused by the description of Amazon Lumberyard as "free, including full source code". What Lumberyard provides is not dissimilar from what other game engines also offer.
Given that a few months have past since Oculus posted the requirements for the CV1, developers aiming to release titles for the CV1 should have a development/testing PC, with one of the recommended card. As you are a developer of the wonderful Live for Speed, I'm surprised you are still using what will be an unsupported card.
It isn't an ideal situation, but I'd prefer Oculus to devote all of its resources to the launch of the CV1.
And if anyone hasn't tried Live for Speed - you really should. A demo version is available, with more paid-for content - tracks & cars, etc...:
Anticipatory of a future where virtualized computing is the norm cause high speed internet is dirt cheap and commoditized.
Edit: I'd imagine it's something like https://aws.amazon.com/appstream/ on steroids. Probably also offers some advantage to the underlying logistics involved in virtual colocation.
UE4 is still in a kind of "public beta" stage where they're rapidly changing and improving things, including performance optimization, and if anything it's being worked on more heavily in recent times with their push into [high-end] mobile. This will get better.
And keep in mind that out of the box, every project you (or other devs) build will default to "Epic" (highest) quality settings. Very often some/all of these settings can be notched down without much noticeable quality loss (unless you're creating a cutting-edge, AAA-quality graphics monster):
This will require some experimentation on your part to see what tradeoffs are acceptable in your case.
TL;DR: for a quick improvement in Rift framerate, try the console command:
hmd sp ###
where ### defaults to 160 (iirc), and lower values equal higher fps at the cost of a blurrier/grainier image. In my (admittedly dark & grainy) game I don't notice much visual quality loss until I get down to 80 or lower, and even then it's gradual. But the performance improves dramatically, much more than any other setting or combination of settings I've experimented with, and at least for development, it may be worthwhile to develop/test in lower quality until engine/hardware improvements catch up with you.
I recently bought one of these. It brings piece of mind knowing if I accidentally yank my cord out, it will only affect the HTC Link Box and not my GPU. Bonus, it also acts as a HDMI repeater for extending your Rift headset cord.
I would verify this comes with the power adapter and compatible male-to-male USB cord. The Link Box I bought on Amazon DID NOT come with these items, and I had to purchase them separately
Here's the power adapter and USB cord I use:
Highly recommended Rift accessory.
Rift S is a nice pickup and the natural progression looking to move up from PSVR. Your PC specs are great for VR, and it will be a massive improvement from PSVR in all areas.
You may want to consider a RiftS-dedicated pci-e usb3 card for your PC to ensure optimal bandwidth and power is delivered to the Rift S such as below; this will improve performance and reliability. Most motherboard chipsets are not up to the task in this regard, so it's a great $20 investment many overlook. The one linked is known to be one of the best performers for Rift S. Note if you do get this don't install the inateck drivers, just use the Microsoft ones that auto load after installation: https://www.amazon.com/dp/B00B6ZCNGM/ref=cm_sw_r_cp_apa_i_OVPxDbTW1ZJ2E
It's cheaper and a lifetime supply that does the same thing as the PolyWatch. Fine for little scratches. You just put a bit on a Qtip and twirl it around the scratch. Eventually it gets a little gritty and that's when the abrasive starts working on the scratches. You'll probably do it a few times before they are good enough. Just a tiny bit of the product at a time, it goes a long way.
Pretty much identical main bullet points as their Amazon listing: https://amazon.com/Oculus-Quest-All-Gaming-System-PC/dp/B07HNW68ZC/
This is just a little test of some enemies for my game, not even remotly close to final.
Download this test (Oculus Rift required to play):
https://drive.google.com/uc?id=0B5eiP1k4yXXiV3ZOZ25jdlV3YTg&export=download - mac - not tested, I don't have a mac yet :/
https://drive.google.com/uc?id=0B5eiP1k4yXXiRUdJS2tMelBFSzg&export=download - pc
If you have arachnofobia, weak heart or just don't want to be close to giant spider - DON'T PLAY.
Okay so I've patched up OVRCamera scripts a bit so now you can drive your eyes to "pigeon vision" and manually adjust FOV (keyboard arrows). I'm having consistently "shit" connection quality at the moment so no chance to upload 200 MB Tuscany demo; here's minimal Unity demo with bunch of boxes and spheres for a scene. There's modified scripts included so if you got Unity Pro you can replace standard OVR scripts in Tuscany demo SDK 2.5 with supplied ones.
I dunno but I'm just getting doublevision and great deal of disorientation. Must be takes some serious time to adjust to.
It barely adds a millisecond per 100 000 FS calls. I wouldn't call that affecting performance.
Don't believe me? Use Process Monitor from sysinternals.
The only scenario where junctions affect performance is during directory listing operations (for deletions for example), which games do very little or none of.
CNET was able to confirm that the lasers used in the lightboxes were for the prototype only, and that they'll turn into IR blasters in the retail version.
Here, I made it easier for you: http://www.timeanddate.com/countdown/to?iso=20150302T09&p0=224&msg=GDC+2015&csz=1
Now you can stare at that counter in despair and not have to do any actual counting yourself!
His CPU is almost 6 years old. It's less than half as powerful as the CPU recommended by Oculus.
The socket is old too, so they'd need a new mobo, new CPU, and new GPU. But they'd most likely need a new PSU too.
So they can keep what? Their RAM and hard drive? Sure. But the rest needs upgraded.
>Too many people here are focusing on entire PC upgrades when most people just need a GPU upgrade.
No, too many people thinking they can run the Rift with their 6 year old CPU.
> Re: no persistence when you switched device, I'm actually kind of glad to hear that.
I've been chasing down this question over in /r/HoloLens, and with some success.
They finally dug up this video (forward it to 05:01) where they explicitly say that all the processing is happening inside of the device, and there are also no external markers or cameras. There was zero ambiguity in the response. No weasel words.
The holographic processor is responsible for all the heavy processing of the video data. It sends all the digested useful data, in a thin stream, to the mobile processor. The mobile processor is relatively unburdened to focus on real content.
I think I've turned from being skeptical to being cautiously excited.
UPDATE: They do not allow direct access to the sensors. There is a general-purpose camera right in the middle of the glasses for capturing pictures/video (which then can also be annotated to produce mixed-media output).
> Improved Static Skylight Directionality
> Skylights used to be represented to Lightmass with a third order Spherical Harmonic, which didn't capture the detail present in a sunrise or sunset.
> We are now using a filtered cubemap with much higher resolution by default. Lightmass chooses the appropriate mip of the cubemap based on the size of the Final Gather rays to avoid aliasing.
> You can see the most difference in heavily occluded scenes, with a skylight cubemap that has a lot of brightness and color variation.
> The smaller the opening, the more directional sky lighting will become. It is even possible to recreate a pinhole camera effect with a small enough opening.
I think Epic released the full source code for Robo Recall, so it should be possible. >In that spirit, we’re proud to make all the assets and source code for Robo Recall available to everyone via the Robo Recall Mod Kit, available now via the Epic Games launcher.
We made it as part of the itch.io xkcd game jam, and the comics themselves are Creatives Commons licensed too, although we recreated most of the assets ourselves aside from the xkcd-script font.
We are also going to email Randall to share it with him :)
I know that Scawen, the developer of Live for Speed, one of the most popular and top rated titles on Oculus Share, has had a very difficult time reporting bugs and contacting any Oculus staff. People here even tried to help him, but he hasn't posted that anyone actually managed to get a response yet.
Source: https://www.lfs.net/forum/thread/86202/page/25 (and earlier pages)
I would recommend SharpOVR, it is available as NuGet package and has a dependency on SharpDX. I update it with every SDK release.
> "Guardian settings are not vulnerable unless your machine is compromised, in which case, every app and file on your computer is also susceptible," said an Oculus spokesperson.
Someone who's compromised the OS can already make whatever they want appear on the 2D monitors and take over non-VR cameras. Of course the VR stuff is the same. Once the OS is compromised, it's pretty much game over. If users are concerned with OS security, they can use Qubes.
Besides, someone with access to my computer isn't going to be fucking with my Rift settings. They are going to look for any financial information / passwords, or maybe install some mining software to profit from my GPU.
> Researchers weren't able to alter Oculus' Guardian.